refactor(host/W6.2): extract the shared frame/format vocabulary into the pf-frame leaf crate
The captured-frame types both capture (producer) and encode (consumer) speak —
PixelFormat, OutputFormat, CursorOverlay, CapturedFrame, FramePayload,
DmabufFrame, drm_fourcc — move into crates/pf-frame, alongside the small pure
helpers that ride the same seam: hdr (HDR static metadata / in-band SEI),
metronome (the metronomic-stall detector), thread_qos (per-thread scheduling
QoS), session_tuning (Windows process tuning), and the Windows DXGI capture
IDENTITY (WinCaptureTarget, D3d11Frame, pack_luid, make_device + the GPU
scheduling-priority hardening it applies) (plan §W6).
This is the crate that breaks the capture<->encode cycle: FramePayload's GPU
variants own their backends from BELOW (Cuda -> pf_zerocopy::DeviceBuffer,
D3d11 -> dxgi::D3d11Frame), so encode can speak the vocabulary without a path to
capture, and vice versa. The Windows DXGI identity moving here lets capture,
encode, and pf-vdisplay share ONE WinCaptureTarget/device factory instead of the
old capture<->encode<->vdisplay reach-in.
The host keeps thin facades: capture.rs re-exports the vocabulary
(crate::capture::{PixelFormat,…} unchanged); capture/windows/dxgi.rs keeps the
win32u GPU-preference hook + HDR/video-engine converters + self-test and
re-exports the identity; native.rs re-exports boost_thread_priority from
pf_frame. crate::hdr/metronome/session_tuning callers rewired to pf_frame::*.
metronome's Metronome::new gained a Default impl (new_without_default fires once
the type is public across the crate boundary).
Verified: Linux clippy -D warnings (pf-frame --all-targets + host
nvenc,vulkan-encode,pyrowave --all-targets) + 9/9 pf-frame tests; Windows clippy
nvenc,amf-qsv --all-targets Finished exit 0.
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
This commit is contained in:
@@ -0,0 +1,73 @@
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//! Per-thread OS scheduling QoS for the data plane (plan §W1/§W6 — now in the shared `pf-frame`
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//! leaf). The capture/encode and send threads raise their own priority so a CPU-saturating game
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//! can't deschedule them; the native, GameStream, and direct-NVENC send threads all reach this the
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//! same way (`pf_frame::thread_qos::boost_thread_priority`).
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// Every `unsafe` block in this file carries a `// SAFETY:` proof; enforce it (unsafe-proof program).
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#![deny(clippy::undocumented_unsafe_blocks)]
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/// Raise the current thread's OS scheduling priority so a CPU-heavy game can't deschedule our
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/// capture/encode/send threads. This matters even though our GPU work is already HIGH priority: the
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/// GPU scheduler can only favour commands we've actually SUBMITTED, so if a normal-priority thread is
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/// descheduled by the game it submits the convert/encode late and the GPU priority never bites. Apollo
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/// does the same (capture thread CRITICAL, encoder ABOVE_NORMAL). The Linux host needs this too: an
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/// uncapped GPU-saturating title (e.g. CS2 direct on a virtual output, not capped by gamescope) is
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/// also a CPU hog and can deschedule our submit threads. `critical` → highest non-realtime class
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/// (the capture+encode loop); otherwise above-normal (the send/relay thread).
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pub fn boost_thread_priority(critical: bool) {
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// Windows host-process/thread session tuning (timer 1ms, DWM MMCSS, HIGH class once; MMCSS +
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// keep-display-awake per thread). No-op off Windows. Both stream threads call us, so this covers
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// capture/encode (critical) and send (non-critical).
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crate::session_tuning::on_hot_thread();
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#[cfg(target_os = "windows")]
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// SAFETY: `GetCurrentThread()` returns the constant pseudo-handle for the calling thread — always
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// valid, thread-local in meaning, and never closed (no leak/double-close). `SetThreadPriority`
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// takes that handle plus a `THREAD_PRIORITY_*` value the windows crate defines (HIGHEST or
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// ABOVE_NORMAL here); it only reprioritizes this OS thread, borrows no Rust memory, and its
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// `Result` is matched (a failure is logged, never UB). No pointers, lifetimes, or aliasing.
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unsafe {
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use windows::Win32::System::Threading::{
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GetCurrentThread, SetThreadPriority, THREAD_PRIORITY_ABOVE_NORMAL,
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THREAD_PRIORITY_HIGHEST,
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};
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let prio = if critical {
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THREAD_PRIORITY_HIGHEST
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} else {
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THREAD_PRIORITY_ABOVE_NORMAL
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};
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match SetThreadPriority(GetCurrentThread(), prio) {
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Ok(()) => tracing::debug!(critical, "thread priority raised"),
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Err(e) => {
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tracing::debug!(critical, error = ?e, "SetThreadPriority failed")
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}
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}
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}
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#[cfg(target_os = "linux")]
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{
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// Best-effort nice of the CALLING thread. On Linux `setpriority(PRIO_PROCESS, 0, …)` acts on
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// the calling thread (the kernel resolves who==0 to the current task/tid), and both call
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// sites run inside their worker thread — so this nices exactly the capture/encode (critical)
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// and send (non-critical) threads, nothing else. Silently no-ops without CAP_SYS_NICE / a
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// raised RLIMIT_NICE, which is fine. We deliberately do NOT use SCHED_RR/FIFO by default: a
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// realtime CPU class can preempt the compositor AND the game's own render thread, adding the
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// very frame-time we refuse to add (opt-in only — see PUNKTFUNK_SCHED_RR).
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let nice = if critical { -10 } else { -5 };
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// SAFETY: `setpriority` takes three by-value integers and no pointers, so there is nothing to
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// alias or outlive. `PRIO_PROCESS` with `who == 0` targets the calling task on Linux and
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// `nice` is in range; the call only adjusts this thread's scheduling nice value and returns an
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// `int` we inspect. No memory is touched.
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let rc = unsafe { libc::setpriority(libc::PRIO_PROCESS, 0, nice) };
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if rc == 0 {
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tracing::debug!(critical, nice, "thread nice raised");
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} else {
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tracing::debug!(
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critical,
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"setpriority(nice) no-op (needs CAP_SYS_NICE / RLIMIT_NICE)"
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);
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}
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}
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#[cfg(not(any(target_os = "windows", target_os = "linux")))]
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{
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let _ = critical;
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}
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}
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